/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2020 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

 var Class = require('../../utils/Class');
 var CONST = require('../const');
 var File = require('../File');
 var FileTypesManager = require('../FileTypesManager');
 var GetFastValue = require('../../utils/object/GetFastValue');
 var IsPlainObject = require('../../utils/object/IsPlainObject');
 
 /**
  * @classdesc
  * A single HTML File suitable for loading by the Loader.
  *
  * These are created when you use the Phaser.Loader.LoaderPlugin#htmlTexture method and are not typically created directly.
  *
  * For documentation about what all the arguments and configuration options mean please see Phaser.Loader.LoaderPlugin#htmlTexture.
  *
  * @class HTMLTextureFile
  * @extends Phaser.Loader.File
  * @memberof Phaser.Loader.FileTypes
  * @constructor
  * @since 3.12.0
  *
  * @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader that is responsible for this file.
  * @param {(string|Phaser.Types.Loader.FileTypes.HTMLTextureFileConfig)} key - The key to use for this file, or a file configuration object.
  * @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.png`, i.e. if `key` was "alien" then the URL will be "alien.png".
  * @param {number} [width] - The width of the texture the HTML will be rendered to.
  * @param {number} [height] - The height of the texture the HTML will be rendered to.
  * @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - Extra XHR Settings specifically for this file.
  */
 var HTMLTextureFile = new Class({
 
     Extends: File,
 
     initialize:
 
     function HTMLTextureFile (loader, key, url, width, height, xhrSettings)
     {
         if (width === undefined) { width = 512; }
         if (height === undefined) { height = 512; }
 
         var extension = 'html';
 
         if (IsPlainObject(key))
         {
             var config = key;
 
             key = GetFastValue(config, 'key');
             url = GetFastValue(config, 'url');
             xhrSettings = GetFastValue(config, 'xhrSettings');
             extension = GetFastValue(config, 'extension', extension);
             width = GetFastValue(config, 'width', width);
             height = GetFastValue(config, 'height', height);
         }
 
         var fileConfig = {
             type: 'html',
             cache: loader.textureManager,
             extension: extension,
             responseType: 'text',
             key: key,
             url: url,
             xhrSettings: xhrSettings,
             config: {
                 width: width,
                 height: height
             }
         };
 
         File.call(this, loader, fileConfig);
     },
 
     /**
      * Called automatically by Loader.nextFile.
      * This method controls what extra work this File does with its loaded data.
      *
      * @method Phaser.Loader.FileTypes.HTMLTextureFile#onProcess
      * @since 3.7.0
      */
     onProcess: function ()
     {
         this.state = CONST.FILE_PROCESSING;
 
         var w = this.config.width;
         var h = this.config.height;
 
         var data = [];
 
         data.push('<svg width="' + w + 'px" height="' + h + 'px" viewBox="0 0 ' + w + ' ' + h + '" xmlns="http://www.w3.org/2000/svg">');
         data.push('<foreignObject width="100%" height="100%">');
         data.push('<body xmlns="http://www.w3.org/1999/xhtml">');
         data.push(this.xhrLoader.responseText);
         data.push('</body>');
         data.push('</foreignObject>');
         data.push('</svg>');
 
         var svg = [ data.join('\n') ];
         var _this = this;
 
         try
         {
             var blob = new window.Blob(svg, { type: 'image/svg+xml;charset=utf-8' });
         }
         catch (e)
         {
             _this.state = CONST.FILE_ERRORED;
 
             _this.onProcessComplete();
 
             return;
         }
 
         this.data = new Image();
 
         this.data.crossOrigin = this.crossOrigin;
 
         this.data.onload = function ()
         {
             File.revokeObjectURL(_this.data);
 
             _this.onProcessComplete();
         };
 
         this.data.onerror = function ()
         {
             File.revokeObjectURL(_this.data);
 
             _this.onProcessError();
         };
 
         File.createObjectURL(this.data, blob, 'image/svg+xml');
     },
 
     /**
      * Adds this file to its target cache upon successful loading and processing.
      *
      * @method Phaser.Loader.FileTypes.HTMLTextureFile#addToCache
      * @since 3.7.0
      */
     addToCache: function ()
     {
         this.cache.addImage(this.key, this.data);
     }
 
 });
 
 /**
  * Adds an HTML File, or array of HTML Files, to the current load queue. When the files are loaded they
  * will be rendered to textures and stored in the Texture Manager.
  *
  * You can call this method from within your Scene's `preload`, along with any other files you wish to load:
  *
  * ```javascript
  * function preload ()
  * {
  *     this.load.htmlTexture('instructions', 'content/intro.html', 256, 512);
  * }
  * ```
  *
  * The file is **not** loaded right away. It is added to a queue ready to be loaded either when the loader starts,
  * or if it's already running, when the next free load slot becomes available. This happens automatically if you
  * are calling this from within the Scene's `preload` method, or a related callback. Because the file is queued
  * it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
  * The typical flow for a Phaser Scene is that you load assets in the Scene's `preload` method and then when the
  * Scene's `create` method is called you are guaranteed that all of those assets are ready for use and have been
  * loaded.
  *
  * The key must be a unique String. It is used to add the file to the global Texture Manager upon a successful load.
  * The key should be unique both in terms of files being loaded and files already present in the Texture Manager.
  * Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file
  * then remove it from the Texture Manager first, before loading a new one.
  *
  * Instead of passing arguments you can pass a configuration object, such as:
  *
  * ```javascript
  * this.load.htmlTexture({
  *     key: 'instructions',
  *     url: 'content/intro.html',
  *     width: 256,
  *     height: 512
  * });
  * ```
  *
  * See the documentation for `Phaser.Types.Loader.FileTypes.HTMLTextureFileConfig` for more details.
  *
  * Once the file has finished loading you can use it as a texture for a Game Object by referencing its key:
  *
  * ```javascript
  * this.load.htmlTexture('instructions', 'content/intro.html', 256, 512);
  * // and later in your game ...
  * this.add.image(x, y, 'instructions');
  * ```
  *
  * If you have specified a prefix in the loader, via `Loader.setPrefix` then this value will be prepended to this files
  * key. For example, if the prefix was `MENU.` and the key was `Background` the final key will be `MENU.Background` and
  * this is what you would use to retrieve the image from the Texture Manager.
  *
  * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.
  *
  * If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "alien"
  * and no URL is given then the Loader will set the URL to be "alien.html". It will always add `.html` as the extension, although
  * this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
  *
  * The width and height are the size of the texture to which the HTML will be rendered. It's not possible to determine these
  * automatically, so you will need to provide them, either as arguments or in the file config object.
  * When the HTML file has loaded a new SVG element is created with a size and viewbox set to the width and height given.
  * The SVG file has a body tag added to it, with the HTML file contents included. It then calls `window.Blob` on the SVG,
  * and if successful is added to the Texture Manager, otherwise it fails processing. The overall quality of the rendered
  * HTML depends on your browser, and some of them may not even support the svg / blob process used. Be aware that there are
  * limitations on what HTML can be inside an SVG. You can find out more details in this
  * [Mozilla MDN entry](https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API/Drawing_DOM_objects_into_a_canvas).
  *
  * Note: The ability to load this type of file will only be available if the HTMLTextureFile File type has been built into Phaser.
  * It is available in the default build but can be excluded from custom builds.
  *
  * @method Phaser.Loader.LoaderPlugin#htmlTexture
  * @fires Phaser.Loader.LoaderPlugin#ADD
  * @since 3.12.0
  *
  * @param {(string|Phaser.Types.Loader.FileTypes.HTMLTextureFileConfig|Phaser.Types.Loader.FileTypes.HTMLTextureFileConfig[])} key - The key to use for this file, or a file configuration object, or array of them.
  * @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.html`, i.e. if `key` was "alien" then the URL will be "alien.html".
  * @param {number} [width=512] - The width of the texture the HTML will be rendered to.
  * @param {number} [height=512] - The height of the texture the HTML will be rendered to.
  * @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
  *
  * @return {this} The Loader instance.
  */
 FileTypesManager.register('htmlTexture', function (key, url, width, height, xhrSettings)
 {
     if (Array.isArray(key))
     {
         for (var i = 0; i < key.length; i++)
         {
             //  If it's an array it has to be an array of Objects, so we get everything out of the 'key' object
             this.addFile(new HTMLTextureFile(this, key[i]));
         }
     }
     else
     {
         this.addFile(new HTMLTextureFile(this, key, url, width, height, xhrSettings));
     }
 
     return this;
 });
 
 module.exports = HTMLTextureFile;
 